[Clash Royale]Game analysis and monetization

Basic application information

[appinfo id=1053012308 lang=US]

Monetization

Schematic diagram

Monetization

Monetization structure analysis

Non-charged and micro-biller areas

Content is prepared so that even non-paying/fine-paying users can play.
The point is that this game prepares content at a relatively low level of 9 levels at events.
The cards themselves can be collected by playing.
However, at higher card levels, there is a balance of running out of gold rather than cards.
Cheap packs (x4, x5, etc.) are sold regularly at the shop, which is nice for those who pay a small fee.
Anyway, PVP is fun!If you win with PVP, you will get a reward box, but it is a type that accumulates in a queue.
Even if you know that you will not receive a reward, there is fun to play.

Billing element, main is growth promotion type

As a billing element, opening the queue box, advantageous package at the shop, event participation (FREE PLAY during SEASON by buying SEASON PASS)
If you want to raise any card to the MAX level quickly, you will invest a considerable amount in the loot box sold at the shop.
SEASON PASS is attractive because it is a profitable product even from no charge.It is unprecedented as a charge introduction.
Also, as a player, you will want to have a stamp (Emote) that can be used for communication.
As you can see from the schematic diagram, basically the billing is simple.
It consists of three basic elements, the gold emerald card, and makes it easy for users to understand what they need.

billing contents list

Summary of types of monetization in-game purchases

Add season reward items
Lootbox
Character Free-to-Play
Reinforcement pack
In-Game money